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Buccaneers of Freeport Web Enhancement

Design: Tim Emrick Editing: Erica Balsley Copyright 2011 , LLC. Green Ronin, Freeport: The City of Adventure, True20, and their associated logos are Trademarks of Green Ronin Publishing. The game stats in this enhancement are Open Game Content.

In 2008 Green Ronin released Buccaneers of Freeport, a system-less sourcebook detailing some of the cunning rogues and ruthless cutthroats that ply the waters around Freeport. While you can create your own game stats for the characters presented in the book using the information provided, this enhancement aims to give you a hand by doing all the heavy lifting for you. Here you’ll find complete True20 stats for the characters in Buccaneers of Freeport.

Note: This PDF has been laid out so that no character wraps at the column or page, so you can easily print the complete stat blocks you need for a given game session.

1 Chapter 1: Three-Sheets Kimbal Chapter 1: Three-Sheets Kimbal Three-Sheets Kimbal is a pirate with more legends gathered about him than there are gold coins in his biggest score. The lovable rogue himself spread most of these stories, some of them contradictory, in order to keep his friends and enemies alike guessing at what his next crazy scheme will be—and to make them eager to hear all about the next one. He recruits a new crew whenever he has a new scheme to pursue, and rarely takes on the same crew member twice, so very few know Kimbal well enough to tell fact from fiction. The one element that unifies Kimbal’s adventures is his incredible luck. He’s always getting into dangerous situations—through his own actions or blind chance—but always manages to get out in some do-or-die, daredevil maneuver. Among his numerous enemies is the church of the Pirate God, whose treasury he once looted. Despite that—or perhaps because of it—Harrimast seems to smile on Kimbal, and his vengeful clerics are never quite able to catch the slippery captain. Three-Sheets Kimbal ”Leftenant” Drake, The statistics below are one possible interpretation of Kimbal’s First Mate deliberately confused myth. He may have vastly different abilities in other campaigns, depending on how the GM wishes to use him in the Drake was a Tagmatan naval officer and decorated war . That is, game. until he met Kimbal and was talked into joining one of his escapades. Now he’s an excommunicated traitor to a country that he still loves. Three-Sheets Kimbal (Rep +5) Rather than blame Kimbal, though, he loyally serves the one captain who will still have him. Type: 15th Level Humanoid (Human Expert 5/Warrior 5/Adept 5) Size: Medium “Leftenant” Drake (Rep +2) Speed: 30 ft. Abilities: Str +1, Dex +3, Con +1, Int +0, Wis +1, Cha +2 Type: 8th Level Humanoid (Human Warrior 8) Skills: Acrobatics 6 (+9), Bluff 12 (+14), Climb 6 (+8), Diplomacy Size: Medium 12 (+14), Escape Artist 4 (+7), Gather Information 12 (+14), Speed: 30 ft. Intimidate 4 (+6), Jump 4 (+5), Knowledge (geography) 10 Abilities: Str +2, Dex +2, Con +2, Int +0, Wis +0, Cha +2 (+10), Knowledge (nobility) 4 (+4), Language 3 (Aquan, Azharan, Skills: Acrobatics 8 (+10), Bluff 0 (+2, +4 Hexworthians), Climb 4 Common, Naval Code), Notice 10 (+11), Profession (pilot) 10 (+11), (+7), Intimidate 4 (+6, +8 Hexworthians), Jump 4 (+6), Knowledge Profession (sailor) 4 (+6), Swim 10 (+12) (geography) 4 (+4), Notice 4 (+4, +6 Hexworthians), Profession (pilot) Feats: Attack Focus (cutlass), Attack Focus (firearms), Born Marine†, 8 (+8), Profession (sailor) 4 (+5), Profession (soldier) 4 (+4), Sense Diver†, Firearms Training, Improved Initiative, Inspire (courage), Motive 0 (+0, +2 Hexworthians), Survival 0 (+0, +2 Hexworthians), -of-All-Trades, Leadership, Lion-Hearted†, LuckyB, Lungs of Swim 4 (+7) Legend†, Power (x4), Taunt, Supernatural Talent (Enhance Senses Feats: Armor Training (light), Attack Focus (cutlass), Born Marine†, and Water Shaping), Weapon Training Cleave, Favored Opponent (Hexworthians), Firearms Drill†, †True20 Freeport Companion Firearms Training, Improved Disarm, Iron Will, Riposte†, Vehicular Traits: Expertise, Powers (rank 8, bonus +10, Cha, save Difficulty Combat, Weapon TrainingB 14; Enhance Senses +12, Second Sight, Water Breathing‡, Water †True20 Freeport Companion Shaping +12) Traits: Determination ‡True20 Adept’s Handbook (see appendix) Combat: Attack +10 or +11 (masterwork Privateer FP, cold iron axe- Combat: Attack +13 or +15 (masterwork Privateer FP) or +15 hammer, silver dagger, or Rod of Firestarting) or +12 (supernatural (supernatural cutlass), Damage +4 (masterwork Privateer FP) or cutlass), Damage +4 (Privateer FP, cutlass, axe, or Rod) or +3 +3 (supernatural cutlass), Defense Dodge/Parry +13/+11, Initiative (hammer or dagger), Defense Dodge/Parry +10/+10, Initiative +7; Conviction 10 +2; Conviction 6 Toughness +1, Fortitude +7, Reflex +11, Will +7 Saving Throws: Saving Throws: Toughness +2, Fortitude +8, Reflex +4, Will +4

2 Chapter 1: Three-Sheets Kimbal

Syncapit, Ship’s Bosun Nash the Crag Gnome, Kimbal’s mother saved this former hunter from life as a slave, and Ship’s Lookout his gratitude is unending. He tracked down her son, and persists in returning to Kimbal’s ship somehow, even though the captain regularly Originally a Iovan mercenary fighting deep underground, Nash leaves him behind after every venture. He does, however, make an somehow ended working on The Crimson Wave before Kimbal acquired it. excellent bosun due to his obsession with detail. A tragic accident cost him his legs, but he continues to be a dependable lookout. In fact, he flatly refuses to come down from his crow’s nest. The Kobold background appears in theTrue20 Freeport Companion. Syncapit (Rep +2) Syncapit (Rep +2) Nash (minion) Type: 7th Level Humanoid (reptilian) (Kobold Warrior 5/Expert 2) Type: 6th Level Humanoid (Gnome Warrior 6) Size: Small Size: Small Speed: 30 ft. Speed: 5 ft. Abilities: Str -2, Dex +2, Con -1, Int +1, Wis +2, Cha +0 Abilities: Str +0, Dex -1, Con +2, Int +1, Wis +3, Cha +0 Skills: Climb 5 (+3), Craft (cooking) 4 (+5), Craft (shipwright) 4 (+5), Skills: Climb 9 (+9), Knowledge (tactics) 6 (+7), Hide 0 (+3), Language Craft (trapmaking) 0 (+3), Escape Artist 2 (+4), Gather Information 2 (Common, Dwarven, Gnome, Terran), Medicine 4 (+7), Notice 5 (+5), Knowledge (nature) 4 (+5), Medicine 2 (+4), Notice 6 (+11), 9 (+14), Perform (oratory) 5 (+5), Profession (mercenary) 6 (+9), Profession (sailor) 5 (+7), Search 4 (+7), Stealth 7 (+13), Survival Profession (sailor) 5 (+8), Survival 9 (+12), Swim 5 (+5) 7 (+12), Swim 5 (+3) Feats: Armor Proficiency (heavy, light), Iron WillB, Light Sleeper, Feats: Armor Training (light), Attack Focus (club), Dedicated Night VisionB, Precise Shot, Point Blank Shot, Ranged Pin, Skill (Kimbal), Evasion, Skill Focus (Notice), Skill Focus (Survival), Focus (Notice), Talented (Craft [alchemy] and Notice)B, Tough, Talented (Craft [trapmaking] and Search)B, Sneak Attack, Tough, Weapon Training Tough B, Track, Weapon Training Traits: Amputated Legs Traits: Darkvision 60 ft., Light Sensitivity Combat: Attack +6 (ranged), Damage +3 (spear) or +4 (heavy Combat: Attack +9 or +10 (club), Damage -1 (club) or +0 and poison crossbow), Defense Dodge/Parry +6/+7, Initiative -1 (dart), Defense Dodge/Parry +9/+5, Initiative +2; Conviction 6 Saving Throws: Toughness +0, Fortitude +7, Reflex -2, Will +7 Saving Throws: Toughness +0, Fortitude +3, Reflex +4, Will +3 Amputated Legs: Nash has lost both legs, leaving only stumps. Light Sensitivity: Kobolds are dazzled in bright light. He suffers a -4 penalty to Reflex saves and Disguise checks, to Poison: Syncapit usually carries 2 doses of stonefish toxin for his Dexterity-based ability checks and skill checks requiring legs, and darts: Injury, Difficulty 15, initial damage 2 Con, secondary is always considered prone. His speed is reduced to 5 ft., and he damage 1 Con. cannot run or jump, though he may climb and swim as if his base speed was 10 ft.

3 Chapter 2: Captain Scarbelly Chapter 2: Captain Scarbelly Scarbelly. The very name strikes terror, disgust, or both in the hearts of those who ply the seas around Freeport. This captain callously hurls his violent crew at other ships, taking great losses as they slaughter their unfortunate prey, but he never lacks for new recruits when he makes port. Most other pirates won’t have a thing to do with him, due to his dangerous temper and vile record. Somewhat surprisingly, Scarbelly’s crew hardly ever cause any serious trouble in Freeport itself, so the Captain’s Council seems unable or unwilling to put an end his crimes. Meanwhile, the list of people with a grievance against Scarbelly grows longer, while the orc doesn’t seem to care one whit what anyone thinks of his deeds—as long as they fear him. Captain Scarbelly Aggro, the First Mate Scarbelly is listed as “journeyman” in The Pirate’s Guide to Freeport, and Aggro is first mate of theBloody Vengeance, and also the crewman who as a 7th-level warrior in the True20 Freeport Companion. In Buccaneers, has known Scarbelly longest—they belonged to the same tribe, before he is a “master” with several “journeymen” crew, so alternate statistics taking to the sea. His love of violence and pain makes him ruthlessly are presented here. efficient at keeping the crew of line, and his lack of ambition makes him the one member of the crew who Scarbelly remotely trusts. Agrro Captain Scarbelly (Rep +2) lives for very little beyond the sadistic pleasures of inflicting pain, and in Scarbelly’s company he finds plenty. Type: 11th Level Humanoid (Orc Warrior 11) Size: Medium Speed: 30 ft. Aggro (Rep +2) Abilities: Str +4, Dex +1, Con +2, Int +1, Wis -1, Cha +0 Type: 8th Level Humanoid (Orc Warrior 8) Skills: Acrobatics 9 (+10, +9 armored), Climb 9 (+13, +12 armored), Size: Medium Intimidate 14 (+14), Jump 9 (+13, +12 armored), Knowledge Speed: 30 ft. (geography) 10 (+11), Language 0 (Common, Dwarven, Orc), Abilities: Str +5, Dex +2, Con +2, Int -1, Wis -1, Cha +0 Notice 9 (+8), Profession (sailor) 10 (+9), Survival 5 (+4), Swim 9 Skills: Acrobatics 6 (+8), Climb 4 (+9), Intimidate 11 (+13), Jump (+13, +11 armored) 4 (+9), Knowledge (geography) 4 (+3), Notice 4 (+3), Profession Feats: Armor Training (light), Attack Focus (battleaxe), Attack (sailor) 4 (+3), Swim 4 (+9) Specialization (battleaxe), Cleave, Diehard, Fearsome Presence*, Feats: Adrenaline Rush*, All-Out Attack, Attack Focus (cutlass), Firearms Training, Great Cleave, Improved Critical (battleaxe), Iron Attack Specialization (cutlass), Cleave, Coup de Jarnoc†, Exotic Will, Night VisionB, Rage, Tough (x2), Uncanny Dodge, Weapon Weapon Training (whip), Night VisionB, Press Ganger†, Startle, TrainingB Tough (x2), Weapon TrainingB *True20 Warrior’s Handbook (see Appendix) †True20 Freeport Companion Traits: Determination *True20 Warrior’s Handbook (see Appendix) Combat: Attack +12 or +14 (supernatural battleaxe), Damage +7 Traits: Determination (battleaxe) or +6 (Dragon FP†), Defense Dodge/Parry +12/+15, Combat: Attack +10 or +12 (masterwork cutlass), Damage +7 Initiative +1; Conviction 8 (cutlass) or +6 nonlethal (unarmed or whip), Defense Dodge/Parry †True20 Freeport Companion +10/+13, Initiative +2; Conviction 6 Saving Throws: Toughness +6 (+2 Tough, +2 masterwork chain Saving Throws: Toughness +4 (+2 Tough), Fortitude +8, Reflex +4, shirt*), Fortitude +9, Reflex +4, Will +4 Will +1 *True20 Warrior’s Handbook (see Appendix)

4 Chapter 2: Captain Scarbelly

Old Yellow-Eye Vilmar Rosecci One of this hideous orc’s eyes has been cut out, while the other is Rosecci is an oily sycophant, using his position as a clerk to the Captain’s yellow, swollen, and continually leaks disgusting fluid, but his powers Council to act as a double-agent between Councilors, a career that he of observation still exceed those of the rest of the crew. Old Yellow-Eye has found very lucrative. When Scarbelly arrived in Freeport, he seized is a vicious fighter whose bloodlust is all the more dangerous for being his opportunity to profit from the impending crisis. His silver tongue carefully controlled. When not in the crow’s nest, teaches his unique allowed him to convince Scarbelly that he could arrange for Freeport to fighting style to the crew, quickly making them into more dangerous thugs. be a safe haven for the Bloody Vengeance. All it would take was regular payments from the orc captain, and some sizable bribes to certain Old Yellow-Eye (Rep +2) Councilors to look the other way. Type: 9th Level Humanoid (Orc Warrior 9) Size: Medium Fasyndren (Rep +3) Speed: 30 ft. Vilmar Rosecci (minion) Abilities: Str +2, Dex +4, Con +1, Int +0, Wis +2, Cha -2 Type: 6th Level Humanoid (Human Expert 6) Skills: Acrobatics 12 (+16), Intimidate 8 (+6), Notice 8 (+10), Size: Medium Profession (sailor) 4 (+6), Sense Motive 8 (+10), Sleight of Hand Speed: 30 ft. 12 (+16) Abilities: Str +0, Dex +2, Con +0, Int +1, Wis +1, Cha +3 Feats: Accurate Attack, Acrobatic Bluff, Assessment, Attack Focus Skills: Bluff 9 (+12), Diplomacy 9 (+12), gather Information 9 (+12), (rapier), Canny Defense (Wis), Cleave, Defensive Attack, Improved Knowledge (local: Freeport) 9 (+10), Knowledge (nobility) 9 (+10), Critical (rapier), Improved Initiative, Move-by Action, Night Search 4 (+5), Sense Motive 9 (+10), Sleight of Hand 9 (+11), VisionB, Riposte†, Seize Initiative, Weapon TrainingB Stealth 9 (+14) †True20 Freeport Companion Feats: Connected, Contacts, Dodge Focus, Fascinate (Diplomacy), Traits: Determination Improved Defense, Inspire (Complacency), Skill Focus (Stealthy) Combat: Attack +13 or +15 (masterwork rapier), Damage +4 (rapier B, Sneak Attack, Suggestion (Diplomacy), Well-Informed [crit 15-20/+3] or heavy crossbow) or +3 (dagger or throwing axe), Combat: Attack +6, Damage +1 (dagger), Defense Dodge/Parry Defense Dodge/Parry +15/+11, Initiative +8; Conviction 7 +7/+4, Initiative +2 Saving Throws: Toughness +1, Fortitude +7, Reflex +7, Will +5 Saving Throws: Toughness +0, Fortitude +2, Reflex +7, Will +3 Fasyndren Typical Pirate Fasyndren is a mysterious, unsettling fortune-teller who occasionally The following stats reflect a crew member who has been at sea long accompanies Scarbelly on his voyages. Many outside the crew see her enough to learn the bare rudiments of shiphandling and fighting on a as merely his consort, but those who live on the Bloody Vengeance know rolling deck. For completely green recruits, make the following changes: better than to ask questions about the true nature of their relationship. 1st level; no Acrobatics, Profession, or Attack Focus; Attack +2, Defense Scarbelly always heeds the seer’s words, even when she is navigating a +2/+4; Fortitude +3. course without using any traditional instruments, and through waters no sane man would travel. However, the ship always returns with far Fasyndren (Rep +3) more plunder than it could acquire through piracy alone. Typical Pirate (minion) Type: 2nd Level Humanoid (Orc Warrior 2) Fasyndren (Rep +3) Size: Medium Type: 9th Level Humanoid (Orc Adept 9) Speed: 30 ft. Size: Medium Abilities: Str +3, Dex +1, Con +1, Int -1, Wis -1, Cha -1 Speed: 30 ft. Skills: Acrobatics 2 (+2), Climb 4 (+6), Intimidate 4 (+3), Jump 4 Abilities: Str +1, Dex +1, Con +1, Int +1, Wis +2, Cha +1 (+6), Notice 4 (+3), Profession (sailor) 1 (+0), Swim 0 (+1) Skills: Concentration 12 (+14), Diplomacy 6 (+7), Knowledge Feats: All-Out Attack, Armor Training (light), Attack Focus (cutlass), (forbidden lore)† 5 (+6), Knowledge (geography) 8 (+9), Knowledge Dodge Focus, Night VisionB, Tough, Weapon TrainingB (supernatural) 6 (+7), Language (Common, Giant, Orc), Notice 12 Combat: Attack +3 or +4 (cutlass), Damage +5 (boarding axe or (+14), Sense Motive 12 (+14) cutlass), Defense Dodge/Parry +4/+5, Initiative +1 †True20 Freeport Companion Saving Throws: Toughness +3 (+1 Tough, +1 leather armor), Feats: Night VisionB, Powers (x11), Supernatural Talent (Scrying and Fortitude +4, Reflex +1, Will -1 Wayfinding), Weapon TrainingB Traits: Powers (rank 12, bonus +14, Wis, save Difficulty 16; Heart Reading, Mind Reading, Mind Touch, Nature Reading, Object Reading, Scrying +16, Second Sight, True Vision†, Truth-Reading, Visions, Wayfinding* +16), the Talent *True20 Adept’s Handbook (see Appendix) †True20 Freeport Companion Combat: Attack +5, Damage +3 (quarterstaff), Defense Dodge/Parry +5/+5, Initiative +1; Conviction 7 Saving Throws: Toughness +1, Fortitude +4, Reflex +4, Will +8

5 Chapter 3: Alfhild Chapter 3: Alfhild Alfhild’s father, a northern barbarian king, arranged her marriage with Ragnar, heir to a kingdom of his own. The princess found her intended to be a disgusting drunkard and womanizer, so spurned the match and joined the cult of the Shieldmaidens instead. While among their ranks, she gained fame for singlehandedly slaying the chieftain of the ice trolls in those ’ most recent war with the human tribes. Several witnesses to this deed pledged themselves as her bondsmen, in spite of her sex, and they became the core of a crew of berserking raiders who are now feared throughout seas of all latitudes. Ragnar, however, was thoroughly smitten and swore to accept no compensation—he would settle for no less than Alfhild’s hand in marriage. He abandoned his princely duties in the north to pursue her into the southern waters, and eventually followed her to Freeport. His brother, Glyfmar, swore to hunt down Alfhild himself and force her to wed Ragnar, at any cost. Thus would the Drakkensfyr family honor be restored, and he would be free of the burden of ruling in their ailing father’s stead. So far he has had no better luck than his lovesick brother. Alfhild is fully detailed in the True20 Freeport Companion. This enhancement describes notable members of her crew—as well as a couple of enemies. Stellan Skallgrimson Hrothwulf Eigurmorgi Stellan is Alfhild’s most trusted companion, and commands the Snow “Moose-Killer” is a master huntsman who has a reputation for taking Queen in her absence. Most of the time, he is a calm, fearless, reliable down large beasts by himself—even the fearsome snow bears of the first mate to whom his men bring their problems and conflicts. However, remote north. When the ice trolls threatened his homeland, he joined in the heat of battle, he becomes a bestial, howling berserker reveling the barbarian armies, and was one of the first warriors to pledge himself in bloodshed. These rages sometimes last for hours after a battle, but as Alfhild’s bondsman. Stellan has never attacked a comrade…so far. Hrothwulf Eigurmorgi (Rep +2) Stellan Skallagrimson (Rep +2) Type: 8th Level Humanoid (Human Warrior 8) Type: 8th Level Humanoid (Human Warrior 8) Size: Medium Size: Medium Speed: 30 ft. Speed: 30 ft. Abilities: Str +1, Dex +4, Con +1, Int +1, Wis +1, Cha -1 Abilities: Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +0 Skills: Climb 4 (+5), Handle Animal 4 (+3), Jump 4 (+5), Knowledge Skills: Climb 4 (+6), Intimidate 11 (+11), Jump 7 (+9), Language 1 (nature) 5 (+6), Language 1 (Common, Tribal Dialect), Notice 11 (Common, Tribal Dialect), Notice 7 (+6), Profession (sailor) 9 (+8), (+12), Profession (sailor) 4 (+5), Stealth 11 (+15), Survival 11 Survival 5 (+4), Swim 4 (+6) (+12), Swim 4 (+5) Feats: Armor Training (light), Attack Focus (battleaxe), Attack Feats: Armor Training (light), Attack Focus (longbow), Endurance, Specialization (battleaxe), Iron WillB, Rage, Shield Training, Tough Far Shot, Favored Opponent (animals), Move-by Action, Point (x4), Weapon Training, Uncanny Dodge Blank Shot, Smite Opponent, Tough (x2), TrackB, Weapon Training Traits: Berserker’s Curse, Determination Traits: Determination Combat: Attack +9 or +10 (masterwork sword) or +11 (masterwork Combat: Attack +12 or +14 (supernatural longbow), Damage +4 cold iron battleaxe), Damage +6 (battleaxe or sword) or +4 (longbow or sword) or +2 (dagger), Defense Dodge/Parry +12/+9, (throwing axe), Defense Dodge/Parry +9/+13 (+2 masterwork Initiative +4; Conviction 6 heavy steel shield), Initiative +1; Conviction 6 Saving Throws: Toughness +4 (+2 Tough, +1 masterwork leather Saving Throws: Toughness +7 (+4 Tough, +1 bearskin tunic), armor), Fortitude +7, Reflex +6, Will +3 Fortitude +8, Reflex +3, Will +5 Berserker’s Curse: Stellan’s rage is so great that he cannot fully control it. The duration of his rage is d20 x 3 minutes. However, if the d20 roll is a natural 1, his rage lasts the normal time (5 rounds); if a natural 20, it is a new d20 x 15 minutes. Once all foes have been downed, Stellan must make a Difficulty 15 Will save or attack the closest visible ally or neutral character. If this victim falls, a new save is allowed. If the save is successful, he controls himself until a new attack, insult, etc., provokes a new Will save. After any rage, Stellan is fatigued for a length of time equal to the rage’s duration. He must also make a Fortitude save (Difficulty = duration of rage in minutes) or be exhausted for the first half of that recovery period.

6 Chapter 3: Alfhild

Glyfmar Drakkensfyr Guthrim Olafson Prince Glyfmar is the reluctant ruler of Volderholm because his father As a particularly blessed member of the Bear Lodge, Guthrim is now is dying and the proper heir, his brother Ragnar, refuses to return home a werebear. He is a hulking, hairy man in human form, and wears a until he wins the beautiful Shieldmaiden Alfhild. As a result, Glyfmar bearskin cloak to heighten the resemblance to his totem animal. He has become obsessed with forcing the corsair captain to bow to tradition shifts into bear form when he goes berserk in battle, which has inspired and wed her intended, at all costs. This will finally allow him to return all sorts of lurid tales about a massive bear fighting alongside Alfhild’s to his own extremely dissolute life, free of all duty and ambition. raiders. Nearly as many enemies flee at the mere sight of the bloody as they do from his captain. Glyfmar Drakkensfyr (Rep +2) Note: Guthrim is an afflicted werebear, so cannot infect others with the Type: 9th Level Humanoid (Human Warrior 9) curse of lycanthropy. Size: Medium Speed: 30 ft. Guthrim Olafson (Rep +1) Abilities: Str +2, Dex +1, Con +2, Int +0, Wis -1, Cha +2 Type: 9th Level Humanoid (Augmented Human, Shapchanger) Skills: Acrobatics 4 (+4, +2 armored), Bluff 4 (+6), Gather (Human Werebear Warrior 3/Animal 6) Information 4 (+6), Intimidate 12 (+14), Knowledge (geography) Size: Medium 4 (+4), Language 3 (Aquan, Common, Giant, Tribal Dialect), Notice Speed: 30 ft. 6 (+5), Profession (sailor) 8 (+7), Swim 7 (+7, +3 armored) Abilities: Str +5, Dex +1, Con +1, Int -1, Wis +0, Cha +1 Feats: Armor Training (heavy, light), Attack Focus (sword)B, Skills: Climb 4 (+9), Intimidate 6 (+7), Language 1 (Common, Tribal Dedicated (forcing Alfhild to wed Ragnar), Improved Critical Dialect), Notice 5 (+6), Profession (sailor) 4 (+5), Survival 4 (+5), (sword), Iron Will, Inspire (Fear)*, Leadership, Rage, Shield Swim 4 (+13) Training, Tough (x2), Weapon Training Feats: Armor Training (light), Awesome Blow*, Bear’s PawB‡, Cleave, * Favored feat Endurance, Iron WillB, Night VisionB, Rage, Two-Weapon Fighting, Traits: Determination Weapon Training Combat: Attack +10 or +12 (Dragonbiter), Damage +5 (Dragonbiter), * Only usable in Alternate Form (save Difficulty 27) Defense Dodge/Parry +10/+13 (+2 masterwork heavy steel shield), ‡ See Appendix Initiative +1; Conviction 7 Traits: Alternate Form, Bear Empathy, Determination, Scent Saving Throws: Toughness +7 (+2 Tough, +3 masterwork chainmail), Combat: Attack +8 or +9 (masterwork greataxe) or +3/+3 (2 Fortitude +8, Reflex +4, Will +4 masterwork greataxes), Damage +8 (longbow) or +12 (greataxe) Dragonbiter: This ancient northern sword is a supernatural weapon. or +14 (two greataxes), Defense Dodge/Parry +8/+12, Initiative It also bestows the Favored Opponent and Smite Opponent feats, +1; Conviction 7 effective against dragons only, upon the user whenever it is drawn Saving Throws: Toughness +4 (+2 cloak of the beast‡, +1 natural), or worn. Fortitude +7, Reflex +5, Will +6 ‡ See Appendix Ivar Egilsson Alternate Form: Guthrim can assume the form of a brown bear or a bear-humanoid hybrid. In these alternate forms he becomes Ivar is typical of Alfhild’s crew: a veteran northman warrior and sailor Large and his physical abilities become Str +13, Dex +2, Con +5. who idolizes his legendary captain, and who joined her service for the Furthermore he gains natural claw and bite attacks, his speed sheer adventure of a raider’s life. increases to 40 ft. and his Climb skill is +14 and Swim skill +18. The Feats, Traits, Combat and Saving Throws lines of his stat block Ivar Egilsson (minion) now read: Type: 6th Level Humanoid (Human Warrior 6) Feats: Armor Training (light), Awesome Blow, Bear’s PawB, Cleave, Size: Medium Endurance, Improved GrabB, Iron WillB, Night VisionB, Rage, Speed: 30 ft. TrackB, Two-Weapon Fighting, Weapon Training Abilities: Str +2, Dex +1, Con +2, Int +0, Wis -1, Cha +0 Traits: Alternate Form, Bear Empathy, Damage Reduction 2/silver, Skills: Climb 6 (+8, +6 armored), Intimidate 4 (+4), Jump 6 (+8, +6 Determination, Scent armored), Language 1 (Common, Tribal Dialect), Notice 6 (+5), Combat: Attack +8 or +9 (masterwork greataxe) or +3/+3 (2 Profession (sailor) 6 (+5), Survival 5 (+4), Swim 6 (+8, +4 armored) masterwork greataxes), Damage +14 (claw) or +15 (bite) or +18 Feats: Armor Training (light), Attack Focus (boarding axe)B, (greataxe) or +20 (two greataxes) (he cannot use his greataxes Endurance, Point Blank Shot, Rage, Shield Training, Tough (x2), in animal form), Defense Dodge/Parry +8/+19, Initiative +2; Weapon Training, Uncanny Dodge Conviction 7 Combat: Attack +7 or +9 (masterwork boarding axe), Damage +4 Saving Throws: Toughness +12 (+2 size, +2 cloak of the beast, +3 (boarding axe) or +3 (throwing axe), Defense Dodge/Parry +7/+10 natural), Fortitude +11, Reflex +6, Will +6 (+2 masterwork heavy steel shield), Initiative +1 Bear Empathy: Communicate with bears and dire bears, and +4 racial Saving Throws: Toughness +6 (+2 Tough, +2 masterwork chain bonus on Charisma-based checks against bears and dire bears. shirt*), Fortitude +7, Reflex +3, Will +1 Skills: In any form, a werebear has a +4 racial bonus on Swim checks. *True20 Warrior’s Handbook (see Appendix)

7 Chapter 3: Alfhild

Bonus Barbarism: Ragnar Drakkensfyr While Ragnar waits for his next opportunity to try to win Alfhild, willing or not, he makes a living for himself as a prize fighter in the One Ring. Ragnar has armor and weapons appropriate for a warrior of his mettle, but fights unarmed and naked in the ‘Ring, due to the rules against magic there.

Ragnar Drakkensfyr (Rep +2) Type: 10th Level Humanoid (Human Warrior 10) Size: Medium Speed: 30 ft. Abilities: Str +4, Dex +2, Con +3, Int -1, Wis -1, Cha +0 Skills: Climb 4 (+8, +7 armored), Intimidate 13 (+13), Jump 4 (+8, +7 armored), Language 1 (Common, Tribal Dialect), Notice 7 (+6), Profession (sailor) 7 (+6), Swim 8 (+12, +10 armored) Feats: Armor Training (light), Attack Focus (unarmed strike), Cleave, Diehard, Great Cleave, Improved Strike, Rage (x2), ToughB, Tough (x3), Weapon Training, Uncanny Dodge Traits: Determination Combat: Attack +12 or +13 (unarmed strike or supernatural battleaxe), Damage +7 (unarmed strike or battleaxe), Defense Dodge/Parry +12/+14, Initiative +2; Conviction 7 Saving Throws: Toughness +7 (+4 Tough) or +9 (+2 masterwork chain shirt*), Fortitude +10, Reflex +5, Will +2 *True20 Warrior’s Handbook (see Appendix)

8 Chapter 4: Flynn the Quick Chapter 4: Flynn the Quick Flynn Delmonico is a privateer backed by a Continental power. His reputation in Freeport is rather divided—honest citizens see him as a hero making the seas safe for commerce, while pirates find him a gadfly that more and more captains yearn to swat. Flynn is less interested in bringing pirates to justice as he is in giving them a taste of their own medicine. His own painful epiphany leads him to believe that only by making evildoers suffer as their victims have will they see the errors of their ways—and in his extreme arrogance, he thinks he knows best how to punish them. The Captains’ Council has unsuccessfully attempted to rein in this loose cannon, but Flynn cares little for the law—it only gets in the way of his personal brand of justice. Meanwhile, Flynn keeps making enemies and leaving them alive, a policy that will almost certainly stab him in the back someday. So far, though, Delmonico’s skill, cunning, and sheer audacity have kept him alive far longer than anyone ever expected. Flynn the Quick Fraya Kent Flynn’s guilt over a friend’s death, and his betrayal of another friend, Fraya Kent is an extremely competent sailor who served on fishing and still haunts him. Some say that anyone struck by his sword will feel merchant ships until she was captured by pirates. She freed herself and remorse for their own crimes. This “curse” was actually caused by a slew her captors, but nearly starved to death by the time Flynn found strange magical rapier that Flynn once wielded, but which he stopped her ship adrift. This ordeal has left Fraya with a thorough hatred of using due to the black depressions he suffered while wearing it. pirates, and she wholeheartedly embraces her captain’s ideals of ridding the seas of them. Flynn “the Quick” Delmonico (Rep +3) Type: 9th Level Humanoid (Human Expert 2/Warrior 7) Fraya Kent (Rep +3) Size: Medium Type: 8th Level Humanoid (Human Expert 8) Speed: 30 ft. Size: Medium Abilities: Str +0, Dex +3, Con +0, Int +2, Wis -1, Cha +3 Speed: 30 ft. Skills: Acrobatics 12 (+15), Bluff 12 (+15), Climb 5 (+5), Craft Abilities: Str +1, Dex +2, Con +1, Int +0, Wis +2, Cha +1 (painting) 5 (+7), Knowledge (geography) 12 (+14), Knowledge Skills: Acrobatics 11(+13), Climb 7 (+11), Craft (sailmaking) 8 (+8), (history) 12 (+14), Knowledge (local) 9 (+11), Notice 7 (+6), Jump 7 (+10), Knowledge (geography) 11 (+11), Knowledge (local) Perform (oratory) 5 (+8), Profession (sailor) 12 (+11), Swim 5 (+5) 7 (+7), Notice 7 (+9), Profession (fisher) 9 (+11), Profession (pilot) Feats: Acrobatic Bluff, Attack Focus (rapier), Canny Dodge (Int), 7 (+9), Profession (sailor) 11 (+14), Swim 5 (+5) Defensive Attack, Firearms Training, ’s Fortune†, Improved Feats: AttractiveB, Born Marine†, Canny Dodge (Wis), Diver†, Elusive Feint, Improved Initiative, Inspire (fear), Leadership, LuckyB, Target, Lungs of Legend†, Skill Focus (Profession [sailor]), Skill Riposte†, Weapon Training Mastery (Climb, Jump, Profession [sailor], Swim), Sneak Attack, †True20 Freeport Companion Talented (Climb and Jump), Uncanny Dodge, Weapon Training Traits: Expertise †True20 Freeport Companion Combat: Attack +11 or +13 (supernatural rapier), Damage +3 (rapier) Traits: Expertise or +4 (Privateer FP†), Defense Dodge/Parry +13/+10, Initiative Combat: Attack +8 or +9 (masterwork cutlass or masterwork +7; Conviction 8 shortbow), Damage +3 (cutlass or shortbow), Defense Dodge/ †True20 Freeport Companion Parry +10/+7, Initiative +2; Conviction 6 Saving Throws: Toughness +0, Fortitude +8, Reflex +11, Will +4 Saving Throws: Toughness +2 (+1 masterwork leather armor), Fortitude +3, Reflex +4, Will +8

9 Chapter 4: Flynn the Quick

Cerric Steelsong ”Nimble” Jim Thistle Cerric is one of the most skillful swordmasters from the elven nations On the surface, at least, Nimble Jim seems to be a living testimony to on the Continent. He served as a teacher and bodyguard to numerous Flynn’s mission: a reformed pirate. He was a captain of some notoriety lords, but left that life in order to pursue greater personal mastery of until the Retribution ambushed his ship and seized it within minutes. the fighting arts. He saved Flynn’s life while they served aboard the He surrendered, claiming to see the error of his ways, and has served same riverboat, and swore to train him until the human was the better Flynn loyally ever since, acting as a model crewman and volunteering swordsman. This nigh impossible task keeps him bound to Delmonico, his extensive knowledge of the waters around Freeport. Only time will whom he now serves as weaponsmaster. tell if Jim’s repentance is genuine, or a mere sham. Cerric Steelsong (Rep +2) “Nimble” Jim Thistle (Rep +2) Type: 10th Level Humanoid ( Warrior 10) Type: 9th Level Humanoid (Human Warrior 9) Size: Medium Size: Medium Speed: 30 ft. Speed: 30 ft. Abilities: Str +0, Dex +5, Con +0, Int +1, Wis +2, Cha -1 Abilities: Str +2, Dex +2, Con +2, Int +0, Wis +0, Cha +1 Skills: Acrobatics 13 (+18), Bluff 13 (+12), Intimidate 13 (+12), Skills: Acrobatics 8 (+12), Bluff 8 (+13), Climb 2 (+5), Intimidate 8 Jump 3 (+3), Knowledge (geography) 3 (+4), Knowledge (nobility) (+13), Jump 2 (+6), Knowledge (geography) 4 (+4), Notice 4 (+4), 3 (+4), Knowledge (tactics) 6 (+7), Notice 7 (+6), Profession (sailor) Profession (pilot) 6 (+6), Profession (sailor) 6 (+7), Swim 4 (+7) 3 (+5), Profession (soldier) 7 (+9), Search 0 (+3), Sleight of Hand Feats: Attack Focus (cutlass), Born Marine†, Defensive Attack, 9 (+14), Swim 3 (+3) Dying Curse†, Firearms Training, Improved Critical (cutlass), Press Feats: Accurate Attack, Attack Focus (rapier), Attack Specialization Ganger†, Startle, Talented (Acrobatics and Jump), Talented (Bluff (rapier), Canny Dodge (Wis), Defensive Attack, Firearms Training, and Intimidate), Tough (x2), Weapon TrainingB Greater Attack Focus (rapier), Improved Critical (rapier), Improved †True20 Freeport Companion Feint, Improved Initiative, Night VisionB, Quick Draw, Riposte†, Traits: Determination Seize Initiative, Talented (Notice and Stealth)B, Weapon TrainingB Combat: Attack +11 or +12 (supernatural cutlass), Damage +4 †True20 Freeport Companion (cutlass, crit 15-20/+3, or Privateer FP†), Defense Dodge/Parry Traits: Determination +11/+11, Initiative +2; Conviction 7 Combat: Attack +15 or +17 (masterwork rapier) or +16 (masterwork †True20 Freeport Companion cold iron or silver dagger), Damage +3 (rapier, crit 15-20/+3, or Saving Throws: Toughness +4 (+2 Tough), Fortitude +9, Reflex +5, longbow) or +1 (dagger), Defense Dodge/Parry +17/+12, Initiative Will +3 +9; Conviction 7 Saving Throws: Toughness +0, Fortitude +7, Reflex +8, Will +5 Typical Privateer Delen Windwright The bulk of Flynn’s crew is comprised of experienced sailors from Freeport itself. These men are honest, share their captain’s idealism, Delen grew up as a petty thief on the streets of Freeport, and learned and see themselves as protectors of their home port. Few, however, enough charm to talk himself out of trouble when caught. The athletic have the fighting experience of a blooded pirate, so Cerric and Flynn skills he learned while running and tumbling across the city’s roofs drill new recruits so that they will (hopefully) survive their first taste allowed him to join a troupe of wandering acrobats. This career was cut of real combat. short by his larcenous streak, and his life would have been as well if not for Flynn. He is now a member of the Retribution’s crew and spends Typical Privateer (Minion) almost all of his waking hours in the rigging or the crow’s nest. Type: 3rd Level Humanoid (Human Expert 3) Size: Medium Delen Windwright (Minion) Speed: 30 ft. Type: 7th Level Humanoid ( Expert 7) Abilities: Str +1, Dex +1, Con +1, Int +0, Wis +0, Cha +0 Size: Small Skills: Acrobatics 6 (+7), Climb 6 (+7), Craft (sailmaking) 6 (+6), Speed: 20 ft. Knowledge (geography) 6 (+6), Jump 6 (+7), Notice 6 (+6), Abilities: Str +0, Dex +4, Con +0, Int +2, Wis -1, Cha +2 Profession (merchant) 6 (+6), Profession (sailor) 6 (+9), Swim 6 (+7) Skills: Acrobatics 10 (+17), Bluff 10 (+12), Climb 10 (+12), Jump Feats: Attack Focus (rapier), Born Marine†, Firearms Training, Point 10 (+12), Notice 10 (+12), Perform (comedy) 10 (+12), Profession Blank Shot, Skill Focus (Profession [sailor])B, Skill Mastery (Climb, (sailor) 10 (+9), Sleight of Hand 10 (+14), Stealth 10 (+20), Swim Jump, Profession [sailor], Swim), Weapon Training 10 (+10) †True20 Freeport Companion Feats: Acrobatic Bluff, Defensive Roll (x3), Evasion, LuckyB, Skill Combat: Attack +3 or +5 (masterwork rapier), Damage +3 (rapier or Focus (Acrobatics), Skill Mastery (Acrobatics, Climb, Jump, light crossbow) or +4 (Gorgon GG†), Defense Dodge/Parry +3/+3, Stealth), Slow Fall, Talented (Climb and Jump)B, Talented (Notice Initiative +1 and Stealth)B, Uncanny Dodge, Weapon Training †True20 Freeport Companion Combat: Attack +10 or +11 (masterwork boarding axe), Damage +1 Saving Throws: Toughness +2 (+1 masterwork leather armor), (boarding axe) or +0 (throwing axe), Defense Dodge/Parry +10/+6, Fortitude +2, Reflex +4, Will +1 Initiative +4 Saving Throws: Toughness +2 (-1 size, +3 Defensive Roll), Fortitude +4, Reflex +11, Will +3

10 Chapter 5: Get o’ Yarash Chapter 5: Get o’ Yarash The Get o’ Yarash was a name once given to any maritime bogeyman, any senseless murdering monster in the ghost stories sold by sailors and their kin. However, in recent years, the name was applied to one particular beast, and to his ship. The Get’s crew are monsters—men of part or full goblinoid or orc ancestry, a trio of ogres, and even more exotic humanoids. The Get’s original warband was gathered to take advantage of the chaos caused by the war between the elves and the northern barbarians. While raiding, the ogre stole a ship and took to the sea as a pirate. It wasn’t until his navigator piloted the ship into the Devil’s Triangle that the Get took on its current purpose: to kill and spread fear in the name of the crew’s new god, Yarash. Madness is not listed in the stat blocks below; due to the crew’s low Wisdom scores, they acquire new vices frequently. See the True20 Freeport Companion for the hobgoblin background, and the True20 Bestiary for details about the half-fiend and wererat. The latter book also includes creatures found in the Get’s crew but not detailed here (doppelganger, minotaur, and various aquatic or reptilian races). The mysterious “rigging rat” might be an aranea, from the True20 Freeport Companion. Get o’ Yarash Cuyerl the Flayed The Get o’ Yarash is a fearsomely savage pirate with the blood of giants Cuyerl was somewhat mad even before he met the Get. When the ogre and demons mixed in his veins. His large hands are clawed, his head is tricked and murdered the rest of his ship’s crew, the hobgoblin took deformed and horned, his teeth are like chisels, his body is covered in their side and was spared. His talent for navigation is the chief reason tumors and self-inflicted wounds, and his back sports bat-like wings. that the Get’s crew managed to survive their first year of raiding. Unlike most of his crew, however, Get retains a degree of rationality Then came the fateful day when Cuyerl took the ship into the Devil’s in his madness: he does not slaughter members of his crew on a mere Triangle, which transformed them all. The hobgoblin was the first to whim, and he can plan ahead to maximize the amount of blood that he embrace Yarash, and did so with entire being. The Get flayed and nearly will spill in his god’s name. killed the pilot for what he had done, but was ultimately taken in by Get o’ Yarash (Rep +1) Cuyerl’s embrace of pain and the seductive message he preached. Type: 10th Level Outsider (Native) (Half-Fiend Ogre Warrior 6) Cuyerl the Flayed (Rep +3) Size: Large Type: 8th Level Humanoid (Goblinoid) (Hobgoblin Expert 3/Adept 5) Speed: 30 ft., fly 30 ft. (average) Size: Medium Abilities: Str +9, Dex +0, Con +5, Int +0, Wis +1, Cha +2 Speed: 30 ft. Skills: Bluff 0 (+2/-4*), Climb 13 (+22), Diplomacy 0 (+2/-4*), Abilities: Str +1, Dex +1, Con +1, Int +1, Wis +1, Cha +2 Gather Information 0 (+2/-4*), Hide 6 (+2), Intimidate 13 (+19), Skills: Acrobatics 6 (+7), Bluff 0 (+2/-4*), Concentration 11 (+12), Knowledge (geography) 6 (+6), Knowledge (religion) 4 (+4), Climb 6 (+7), 0 (+2/-4*), Gather Information 0 (+2/-4*), Intimidate Knowledge (supernatural) 4 (+4), Language 2 (Common, Giant, 0 (+6), Knowledge (geography) 11 (+12), Knowledge (supernatural) Goblin, Orc), Notice 13 (+14), Perform (any) 0 (+2/-4*), Profession 6 (+7), Language 1 (Common, Fiendish, Giant, Goblin), Notice (sailor) 6 (+7), Sense Motive 0 (+1/-5*), Swim 13 (+22) 11 (+14), Perform (oratory) 11 (+13/+7*), Perform (singing) 0 * -6 Corruption penalty to interaction skill checks (except Intimidate) (+8/+2*), Perform (other) 0 (+2/-4*), Profession (sailor) 11 (+12), against non-corrupt characters. Sense Motive 0 (+1/-5*), Stealth 3 (+6), Swim 6 (+7) Feats: All-Out Attack, Armor Training (heavy, light)B, Cleave, * -6 Corruption penalty to interaction skill checks (except Intimidate) Dedicated (Yarash), Double Strike, Favored Opponent (humans), against non-corrupt characters. Improved Sunder, Night Vision, Powers (x4)B, Tough, Tough (x4) Feats: Dedicated (Yarash), Fascinate (Perform), Inspire (courage, B, Weapon TrainingB fear), Night VisionB, Powers (x4), Skill Focus (Profession [sailor]), Traits: Damage Reduction 2/supernatural, Darkvision 60 ft., Suggestion (Perform), Talented (Notice and Stealth)B, Tough*, Determination, Immunity to Poison, Powers (rank 13, bonus +19, Weapon TrainingB Corruption; Corrupting Shadow, Drain Vitality, Harm, Shadow * favored feat Shaping), Resistance to Acid 4, Cold 4, Electricity 4, and Fire 4, Traits: Expertise, Powers (rank 8, bonus +14, Corruption; Scrying, Smite the Virtuous, Supernatural Resistance 20 Second Sight, Visions, Wayfinding*) Combat: Attack +8 or +6/+6 (Double Strike 2 claws) +9 (Large * see Appendix masterwork sword or longbow), Damage +11 (claw) or +12 (bite) or Combat: Attack +5 or +6 (masterwork smallsword or shortbow), +13 Large sword or bow), Defense Dodge/Parry +8/+17, Initiative Damage +3 (smallsword or shortbow), Defense Dodge/Parry +5/+5, +0; Conviction 5, Corruption 6 (totally corrupt) Initiative +1; Conviction 6, Corruption 6 (totally corrupt) Saving Throws: Toughness +15/+13 (+2 size, +5 Tough, +1 natural, Saving Throws: Toughness +2 (+1 Tough), Fortitude +2, Reflex +4, +2 DR), Fortitude +14, Reflex +3, Will +4 Will +5 Smite the Virtuous: Once per day, Get can make a normal melee attack to deal +10 extra damage to a creature with the virtue subtype.

11 Chapter 5: Get o’ Yarash

Gillslitter Whitecoat Gillslitter is an idiot, even by ogre standards, but his long reach, strong The only full-blooded human in the Get’s crew is an albino wererat, the hands, and tenacity make him useful to the Get o’ Yarash. He was ship’s physician, who is allowed to use both prisoners and crew in his maimed in battle years ago, but when Whitecoat joined the crew, the foul experiments. He has studied the frailties of life extensively, and albino crafted him a partly mechanical, partly magical prosthetic arm. seeks to “improve” upon living creatures with bizarre grafts, transplants, Gillslitter delights in using “his toy,” as he calls it, and is happiest when prosthetics, and drugs. he finds a new use for it. Whitecoat (Rep +2) Gillslitter (minion) Type: 8th Level Humanoid (Augmented Human, Shapechanger) Type: 8th Level Humanoid (Giant) (Ogre Warrior 4) (Human Wererat Adept 7/Animal 1) Size: Large Size: Medium Speed: 30 ft. Speed: 30 ft. Abilities: Str +8, Dex +3, Con +4, Int -3, Wis +0, Cha -2 Abilities: Str +0, Dex +1, Con +1, Int +3, Wis +2, Cha +0 Skills: Bluff 0 (-2/-7*), Craft (cooking) 1 (-2), Diplomacy 0 (-2/-7*), Skills: Bluff 0 (+0/-7*), Concentration 10 (+12), Craft (drugs) 10 Gather Information 0 (-2/-7*), Intimidate 0 (+5), Notice 3 (+3), (+15), Craft (prosthetics) 10 (+15), Diplomacy 0 (+0/-7*), Gather Perform (any) 0 (-2/-7*), Profession (fisher) 3 (+6), Sense Motive Information 0 (+0/-7*), Intimidate 0 (+7), Knowledge (nature) 10 0 (+0/-5*), Swim 4 (+12) (+13), Knowledge (supernatural) 10 (+13), Languages 3 (Common, * -5 Corruption penalty to interaction skill checks (except Intimidate) Draconic, Fiendish, Giant), Medicine 10 (+15), Notice 10 (+12), against non-corrupt characters. Perform (wind instruments) 9 (+9/+2*), Perform (other) 0 (+0/-7*), Feats: All-Out Attack, Armor Training (heavy, light)B, Attack Focus Sense Motive 0 (+2/-5*), Swim 0 (+9) (Gillslitter’s Toy), Chokehold, Improved Grab, Improved Pin, Skill * -7 Corruption penalty to interaction skill checks (except Intimidate) Focus (Profession [fisher]), Tough (x4)B, Weapon TrainingB against non-corrupt characters. Traits: Darkvision 60 ft. Feats: Artificer Training* (Body Control, Combat Sense, Enhance Combat: Attack +9 or +10 (Gillslitter’s Toy), Damage +9 (Toy or Ability), Imbue Item, Iron WillB, Night VisionB, Powers (x6), Skill serrated knife) or +12 (heavy mace), Defense Dodge/Parry +9/+16 Focus (Medicine), Talented (Craft [drugs] and Craft [prosthetics]), (Toy), Initiative +3; Corruption 5 (totally corrupt) Weapon Training Saving Throws: Toughness +10 (+2 size, +4 Tough), Fortitude +12, * see Appendix Reflex +5, Will +2 Traits: Alternate Form, Powers (rank 10, bonus +17, Corruption; Cure, Cure Disease, Cure Poison, Flesh Shaping, Harm, Pain, Second Sight), Rat Empathy, Scent, the Talent Combat: Attack +4 or +5 (masterwork dagger), Damage +1 (dagger), Defense Dodge/Parry +4/+3, Initiative +1; Conviction 6, Corruption 7 (totally corrupt) Saving Throws: Toughness +2 (+1 natural), Fortitude +5, Reflex +5, Will +9 Alternate Form: Whitecoat can assume a bipedal hybrid form or the form of a dire rat. In these alternate forms this abilities become Dex +4 and Con +2. In dire rat form he becomes Small. Furthermore the wererat gains a natural bite attack, and its speed increases to 40 ft. with a climb speed of 20 ft. Its Climb and Swim scores both become +12. The Traits, Combat, and Saving Throw lines of his stat block now read like this: Hybrid Form: Traits: Alternate Form, Damage Reduction 2/silver, Powers (see above), Rat Empathy, Scent, the Talent Combat: Attack +7 or +8 (masterwork dagger), Damage +1 (dagger) or +1 plus disease (bite), Defense Dodge/Parry +7/+3, Initiative +4 Saving Throws: Toughness +5 (+3 natural), Fortitude +6, Reflex +8, Will +9 Dire Rat Form: Traits: Alternate Form, Damage Reduction 2/silver, Powers (see above), Rat Empathy, Scent, the Talent Combat: Attack +8, Damage +0 plus disease (bite), Defense Dodge/ Parry +8/–, Initiative +4 Saving Throws: Toughness +5 (+3 natural), Fortitude +6, Reflex +8, Will +9 Disease: Bite; Fortitude Difficulty 16 resists; filth fever–incubation period 2 days, damage 2 Dex and 1 Con. The save Difficulty is Constitution-based. Rat Empathy: Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats. Skills: In any form a wererat uses its Dexterity modifier for Climb or Swim checks. I has a +8 racial bonus on Climb checks and can always take 10 on a Climb check, even if rushed or threatened. In any form wererats have a +8 racial bonus on Swim checks.

12 Chapter 6: The Stormdaughter Chapter 6: The Stormdaughter Common tales about the elven sorceress Aesha Algosiél paint her as a beautiful but savage marauder, dressed in little but the blood of her prey. She uses her prisoners to sate her lust for gore, violence and sex, and the lucky ones are merely sold as slaves. She hates other members of her own race most of all, and elven sailors who run afoul of her have ample reason to fear the worst at her hands. The Stormdaughter has few allies, though she does occasionally partner with pirates as ruthless as she is, but only for as long as she gains something by the association. She has also been known to ally herself with evil aquatic races such as the sea devils, but by what means is unknown. Her disregard for pirate custom has earned her many enemies in Freeport, most notably the Admirality and a number of local privateers. However, the captain of The Crimson Shark is quite good at her trade, so remains very much at large. The Stormdaughter Melindra Makavin Behind Aesha’s violent and vengeful behavior lies a shame that Melindra is the oldest and most ruthless member of the crew after the consumes her. She hates the world for all that she has suffered and Stormdaughter herself. This half-elf is also Aesha’s second in beauty, lost, and intends to inflict the same pain upon all who cross her path— though she hides a disfiguring scar under a demonic-visaged half-mask. particularly the elves who cast her out to begin with. She is a talented weather-witch and sailor, and perhaps Aesha’s only true friend. Much of the Stormdaughter’s magical power comes from her study of the Brotherhood of the Yellow Sign. The more she uses the black arts, Melindra Makavin (Rep +3) and the more she works with the Unspeakable One’s cultists, the closer she comes to truly worshipping that dread god. Type: 9th Level Humanoid (Half-Elf Adept 9) Size: Medium Aesha Algosiél, Speed: 30 ft. Abilities: Str +0, Dex +2, Con +0, Int +2, Wis +0, Cha +3 Daughter of Storms (Rep +3) Skills: Acrobatics 4 (+6), Bluff 4 (+7), Concentration 12 (+12), Type: 10th Level Humanoid (Elf Adept 10) Diplomacy 0 (+5), Gather Information 0 (+5), Intimidate 8 (+11), Size: Medium Knowledge (geography) 8 (+10), Knowledge (supernatural) 12 Speed: 30 ft. (+14), Language 0 (Aquan, Common, Draconic, Elven), Notice Abilities: Str +0, Dex +3, Con +0, Int +3, Wis -1, Cha +2 8 (+10), Profession (sailor) 12 (+12), Search 0 (+4), Swim 4 (+4) Skills: Acrobatics 4 (+7), Bluff 8 (+10), Concentration 13 (+12), Feats: Canny Dodge (Int), Imbue Item, Night VisionB, Power (x9), Gather Information 4 (+6), Intimidate 8 (+10), Knowledge Talented (Diplomacy and Gather Information)B, Talented (Notice (forbidden lore)† 4 (+7), Knowledge (geography) 13 (+16), and Search)B, Weapon Training Knowledge (nobility) 4 (+7), Knowledge (supernatural) 13 (+16), Traits: Powers (rank 12, bonus +15, Cha, save Difficulty 17; Cold Language 3 (Aquan, Common, Draconic, Elven, Orc, Sahaugin, Shaping, Elemental Aura, Elemental Blast, Elemental Resistance Sylvan, Valossan), Notice 8 (+9), Profession (sailor) 9 (+8), Search (wind/electrical), Second Sight, Water Breathing*, Water Shaping, 0 (+5), Swim 4 (+4) Weather Shaping, Wind Shaping), the Talent †True20 Freeport Companion *True20 Adept’s Handbook (see Appendix) Feats: Attack Focus (Elemental Blast), Attractive, Canny Dodge (Int), Combat: Attack +6 or +7 (masterwork cutlass), Damage +2 (cutlass Firearms Training, Leadership, Night VisionB, Power (x7), Talented or Elemental Aura) or +9 (Elemental Blast), Defense Dodge/Parry (Notice and Search)B, Weapon TrainingB, Widen Power +8/+4, Initiative +2; Conviction 7 Traits: Powers (rank 13, bonus +16, Int, save Difficulty 18; Saving Throws: Toughness +0, Fortitude +3, Reflex +5, Will +6 Corrupting Shadow†, Elemental Blast, Elemental Weapon, Fire Shaping, Second Sight, Supernatural Weapon), the Talent †True20 Freeport Companion Combat: Attack +8 or +10 (masterwork cutlass or Elemental Blast), Damage +2 (cutlass) or +10 (Elemental Blast), Defense Dodge/ Parry +11/+5, Initiative +3; Conviction 7 Saving Throws: Toughness +0, Fortitude +3, Reflex +6, Will +6

13 Chapter 6: The Stormdaughter

Skalla Fishkiller Retai Temujal This huge, scarred, one-handed orc is the ship’s bo’sun, in charge Retai is a small but deadly fighter from a distant land in the east. A of discipline. He carries a whip at all times, for both meting out former monk, he grew restless, left his temple, and took to adventuring. punishments and to goad the crew in battle. Contrary to his appearance, His lack of scruples made him a good fit with The Crimson Shark’s crew, he is a cunning tactician and a natural leader. and he was recently promoted to armorer. He has started to teach the crew some of his fighting skills, which has already improved their Skalla Fishkiller (Rep +2) ability in battle. Type: 7th Level Humanoid (Half-Orc Warrior 7) Size: Medium Retai Temujal (minion) Speed: 30 ft. Type: 6th Level Humanoid (Human Expert 6) Abilities: Str +4, Dex +2, Con +2, Int +0, Wis +0, Cha -1 Size: Medium Skills: Acrobatics 4 (+6), Climb 7 (+12), Intimidate 10 (+9), Jump Speed: 40 ft. 3 (+7), Notice 10 (+10), Profession (sailor) 7 (+8), Swim 3 (+7) Abilities: Str +2, Dex +2, Con +1, Int +0, Wis +1, Cha +0 Feats: Attack Focus (unarmed strike), Bear’s Paw*, Bloodline (Troll’s Skills: Acrobatics 9 (+13), Climb 7 (+9), Intimidate 9 (+9), Jump 7 Blood)†, Born Marine†, Exotic Weapon Training (whip), Improved (+11), Knowledge (religion) 2 (+2), Language 1 (Common, Eastern Initiative, Improved Strike, Night VisionB, Smashing Blow†, Startle, Dialect), Notice 4 9 (+5), Profession (sailor) 2 (+3) Tough, Weapon TrainingB Feats: Attack Focus (tulwar), Blind-Fight, Evasion, Firearms Training, †True20 Freeport Companion; *see Appendix Improved Speed, Improved StrikeB, Slow Fall, Stunning Attack, Traits: Determination Supernatural Strike, Talented (Acrobatics and Jump) Combat: Attack +9 or +10 (masterwork falchion), Damage +6 Combat: Attack +6 or +8 (masterwork cutlass), Damage +4 (cutlass, (falchion or unarmed strike), Defense Dodge/Parry +9/+12 (+1 unarmed strike, or Privateer FP†), Defense Dodge/Parry +6/+6, masterwork small shield), Initiative +2; Conviction 6 Initiative +2 Saving Throws: Toughness +3 (+1 Tough), Fortitude +7, Reflex +4, †True20 Freeport Companion Will +2 Saving Throws: Toughness +1, Fortitude +3, Reflex +7, Will +3 Valus Niobe Draskell Valus is a quiet, gaunt, intimidating man who acts as the ship’s Nearly half of the Shark’s ragtag crew of fugitives and outcasts are quartermaster, and occasionally as its cook and surgeon. He is also a female. Niobe Draskell is one of these, a former barmaid and prostitute gifted telepath, but is somewhat obsessed with keeping his own secrets. who took to sea to escape a murder charge. She, like most of the crew, Therefore, he disguises the true nature of his powers by masking their has problems with authority, but is fiercely loyal to Aesha and Melindra, signatures (using Subtle Power) and making strange gestures with his who have found the worthless dregs of society to be of value on this ship. large collection of holy symbols and charms. At any time, d20/5 (round up) of his props are genuine supernatural charms, either crafted by Niobe Draskell (minion) himself or acquired from other sources. Type: 3rd Level Humanoid (Human Expert 3) Size: Medium Valus (Rep +3) Speed: 30 ft. Type: 8th Level Humanoid (Human Adept 8) Abilities: Str +1, Dex +2, Con +1, Int +0, Wis +0, Cha +1 Size: Medium Skills: Acrobatics 6 (+8), Bluff 6 (+8, +12 Attractive), Climb 6 (+7), Speed: 30 ft. Diplomacy 0 (+2, +6 Attractive), Escape Artist 4 (+6), Notice 6 Abilities: Str +1, Dex +2, Con +1, Int +3, Wis +1, Cha -1 (+6), Profession (barmaid) 6 (+6), Profession (prostitute) 6 (+6), Skills: Concentration 11 (+12), Craft (gemcutting) 11 (+14), Profession (sailor) 6 (+6), Swim 6 (+7) Intimidate 11 (+10), Knowledge (geography) 7 (+10), Knowledge Feats: Attack Focus (dagger), AttractiveB, Dodge Focus, Endurance, (religion) 4 (+7), Knowledge (supernatural) 11 (+14), Medicine 4 Quick Draw, Sneak Attack, Weapon Training (+5), Notice 11 (+12), Profession (sailor) 11 (+12) Combat: Attack +4 or +6 (masterwork dagger), Damage +2 (dagger), Feats: Attack Focus (rapier), Imbue Item, Power (x8), Subtle Power, Defense Dodge/Parry +5/+3 (+1 Dodge Focus), Initiative +2 Weapon TrainingB Saving Throws: Toughness +1, Fortitude +4, Reflex +3, Will +1 Traits: Powers (rank 11, bonus +14, Int, save Difficulty 17; Body Control, Combat Sense, Mind Reading, Mind Touch, Pain, Psychic Blast, Psychic Shield, Sense Minds), the Talent Combat: Attack +6 or +8 (supernatural rapier), Damage +3 (rapier), Defense Dodge/Parry +7/+5 (+1 Dodge Focus), Initiative +2; Conviction 6 Saving Throws: Toughness +1, Fortitude +3, Reflex +4, Will +7

14 Chapter 7: Xian-Lei Chapter 7: Xian-Lei In a Far East lies an empire long plagued by constant war between its own families, temples, and bureaucrats. One of the most powerful monasteries there was the Brotherhood of the Golden Dragon, or Jin-Lung, until its enemies united eight years ago to obliterate the order. However, a single monk, named Xian-Lei, miraculously survived certain death, and was washed downstream to the sea. Waking aboard a ship, he heard the officers arguing over whether to sell him as a slave or turn him in for a reward. Despite broken limbs, Xian-Lei slew all but one officer with his bare hands, and declared the ship his. The Hai-Lung now became the last Golden Dragon’s instrument of revenge upon the Imperial government who destroyed his order. The scope of Xian-Lei’s vendetta has since expanded to include merchants of his homeland, whose wealth supports the government. One year ago, many families of the empire once again united to take action against the Golden Dragon. A curse was laid on Xian-Lei and his ship so that whenever they approach the coastal waters of his homeland, the Hai-Lung’s crew becomes disoriented and lost. Xian-Lei continues to hunt in the waters near Freeport in order to acquire the means to have this curse broken, so that he can strike more directly at his enemies. Meanwhile, his frustration and rage continue to grow, making him even more unpredictable and violent than ever. Xian-Lei Jiantao The last Jin-Lung is a slightly built man who refuses any title besides When Xian-Lei slew the previous captain and his officers and took “Brother.” However, he burns with an unquenchable rage against those command of the ship, he spared only Jiantao because he needed who slew his fellow monks, and this obsession rules his every action. someone who knew the ship and her crew. The only time Jiantao is able He is ruthless and cruel, caring nothing for the innocent lives he takes to escape his shame is in battle, when taking others’ lives allows him to while pursuing his revenge. feel strong, brave and whole. He is a brutally effective first mate, but the crew fear and despise him as a bully and coward. Xian-Lei (Rep +5) Type: 16th Level Humanoid (Human Expert 15/Adept 1) Jiantao (minion) Size: Medium Type: 7th Level Humanoid (Human Expert 7) Speed: 50 ft. Size: Medium Abilities: Str +2, Dex +2, Con +2, Int +0, Wis +2, Cha +0 Speed: 30 ft. Skills: Acrobatics 17 (+19), Climb 10 (+12), Concentration 17 (+19), Abilities: Str +2, Dex +2, Con +1, Int +2, Wis -1, Cha +0 Escape Artist 6 (+8), Jump 10 (+12), Knowledge (religion) 10 (+10), Skills: Acrobatics 10 (+12, +11 armored), Bluff 10 (+10), Climb 10 Knowledge (supernatural) 6 (+6), Language 1 (Common, Eastern (+15, +14 armored), Craft (ropemaking) 10 (+12), Intimidate 10 Dialect), Notice 10 (+12), Profession (sailor) 13 (+15), Sense Motive (+10), Jump 10 (+12, +11 armored), Knowledge (geography) 10 17 (+19), Sleight of Hand 10 (+12), Stealth 17 (+19), Swim 8 (+10) (+12), Language 0 (Aquan, Common, Eastern Dialect), Notice 10 Feats: Attack Focus (unarmed strike), Canny Dodge (Wis), Dedicated (+9), Perform (wind instruments) 4 (+4), Profession (sailor) 10 (revenge), Deflect Arrows, Dodge Focus (x2), Evasion, Improved (+13), Swim 10 (+15, +13 armored) Evasion, Improved Initiative, Improved Speed (x2), Improved Feats: Armor Training (light), Attack Focus (cutlass), Born Marine†, Strike, Improved Trip, Power, PowerB*, Slow Fall (x2), Snatch Endurance, Improved Defense, Improved Strike, Improvised Tools, Arrows, Stunning Fist, Two-Weapon Fighting Skill Focus (Profession [sailor])B, Talented (Climb and Swim), *Favored power Tough*, Weapon Training Traits: Expertise, Power (rank 4, bonus +6, Wis, save Difficulty †True20 Freeport Companion; *Favored feat 12; Supernatural Strike), Power (rank 18, bonus +20, Wis, save Combat: Attack +7 or +9 (masterwork cutlass), Damage +4 (cutlass Difficulty 20; Body Control) or unarmed strike), Defense Dodge/Parry +7/+7, Initiative +2 Combat: Attack +13 or +14 (supernatural strike) or +12/+12 (2 Saving Throws: Toughness +4 (+1 Tough, +2 masterwork chain strikes), Damage +7 (supernatural strike), Defense Dodge/Parry shirt*), Fortitude +6, Reflex +4, Will +1 +17/+13 (+2 Wis, +2 Dodge Focus), Initiative +8; Conviction 10 *True20 Warrior’s Handbook (see Appendix) Saving Throws: Toughness +2, Fortitude +6, Reflex +11, Will +6

15 Chapter 7: Xian-Lei

The Empress Randos “Bai Wu” Rast The Empress’s official role on board is Jiantao’s concubine, but this is a The “White Crow” is the only non-easterner aboard the Hai-Lung. Rast mere convenience to calm the crew’s superstitions. This highly capable grew up on the docks of Freeport, determined to make a name for woman hides behind a façade of meek, feminine submission, but she himself before his career as a pirate meets its inevitable brutal end. is secretly Xian-Lei’s most trusted advisor. She is a master of politics, When the Hai-Lung arrived in Freeport’s waters, Rast promptly seized strategy, and negotiation, and is nearly as ruthless as the last Golden the opportunity to barter his knowledge of the city into a berth. Dragon himself. Randos “Bai Wu” Rast (minion) The Empress (Rep +3) Type: 5th Level Humanoid (Human Expert 5) Type: 9th Level Humanoid (Human Expert 9) Size: Medium Size: Medium Speed: 30 ft. Speed: 30 ft. Abilities: Str +1, Dex +4, Con +2, Int +1, Wis -1, Cha -1 Abilities: Str +0, Dex +1, Con +0, Int +1, Wis +2, Cha +3 Skills: Acrobatics 4 (+10), Bluff 8 (+7), Climb 4 (+5), Craft Skills: Acrobatics 5 (+6), Bluff 10 (+13, +17 Attractive), Diplomacy (whitesmithing) 4 (+5), Escape Artist 4 (+8), Gather Information 8 10 (+16, +20 Attractive), Gather Information 12 (+18), Knowledge (+9), Jump 4 (+7), Knowledge (local) 8 (+9), Language 0 (Common, (geography) 6 (+7), Knowledge (history) 5 (+6), Knowledge Eastern Dialect), Notice 8 (+9), Profession (sailor) 8 (+7), Sleight (nobility) 12 (+13), Knowledge (religion) 5 (+6), Language 3 of Hand 8 (+15), Stealth 4 (+8), Swim 4 (+5) (Aquan, Auran, Celestial, Common, Eastern Dialect, Fiendish), Feats: Attack Focus (bow), Defensive Roll, Dodge FocusB, Evasion, Notice 8 (+10), Perform (stringed instruments) 5 (+8), Profession Skill Focus (Sleight of Hand), Sneak Attack, Talented (Acrobatics (concubine) 5 (+7), Profession (pilot) 5 (+7), Profession (sailor) 5 and Jump), Talented (Gather Information and Notice), Weapon (+7), Sense Motive 12 (+17), Sleight of Hand 4 (+5) Training Feats: Armor Training (light), Assessment, Attractive, Defensive Combat: Attack +7 or +8 (bow), Damage +4 (cutlass) or +5 (bow), Attack, Firearms Training, Inspire (competence, complacency, Defense Dodge/Parry +8/+4 (+1 Dodge Focus), Initiative +4 courage), Set-Up, Skill Focus (Diplomacy), Skill Focus (Gather Saving Throws: Toughness +3 (+1 Defensive Roll), Fortitude +3, Information), Skill Focus (Sense Motive)B, Weapon Training Reflex +8, Will +0 Traits: Expertise Combat: Attack +7 or +8 (masterwork smallsword), Damage +2 (smallsword) or +6 (Gorgon GG†), Defense Dodge/Parry +7/+6, ”Press Gang” Peng Initiative +1; Conviction 7 A petty thief turned pirate, but with a level of discipline unusual in his †True20 Freeport Companion profession, Peng is typical of the crew of the Hai-Lung. He gained his Saving Throws: Toughness +2 (+2 supernatural chain shirt*), nickname from his work collecting drunken sailors to man the oars, Fortitude +3, Reflex +4, Will +8 but Xian-Lei distrusts slave labor too much for Peng to continue that *True20 Warrior’s Handbook (see Appendix) specific duty. Yao Tzu Yi “Press Gang” Peng (minion) Type: 4th Level Humanoid (Human Warrior 4) Yao Tzu Ti is one of the most powerful magicians sailing the seas Size: Medium today. He has served on other pirate and merchant ships, but none as Speed: 30 ft. renowned as the Hai-Lung. Like many wizards of his homeland, Yao Tzu Abilities: Str +2, Dex +2, Con +1, Int +1, Wis -1, Cha +1 Yi specializes in elemental magic, raining fire and lightning down on Skills: Acrobatics 5 (+7), Climb 5 (+9), Intimidate 8 (+9), Jump 5 (+7), enemy ships and summoning elementals to join the fray. Language 0 (Common, Eastern Dialect), Notice 5 (4), Profession (sailor) 7 (+6), Swim 5 (+9) Yao Tzu Yi (Rep +3) Feats: Armor Training (light), Attack Focus (sap), Dodge Focus, Type: 10th Level Humanoid (Human Adept 10) Press Ganger†, Sneak Attack*, Talented (Climb and Swim), Tough, Size: Medium Weapon Training Speed: 30 ft. †True20 Freeport Companion; *Favored feat Abilities: Str -1, Dex +1, Con +0, Int +5, Wis +2, Cha +0 Combat: Attack +6 or+7 (sap), Damage +4 (cutlass) or +5 nonlethal Skills: Concentration 13 (+15), Craft (alchemy) 13 (+18), Craft (sap), Defense Dodge/Parry +7/+6 (+1 Dodge Focus), Initiative +2 (calligraphy) 13 (+18), Knowledge (geography) 13 (+18), Knowledge Saving Throws: Toughness +3 (+1 Tough, +1 masterwork leather (history) 12 (+17), Knowledge (local) 12 (+17), Knowledge (religion) armor), Fortitude +5, Reflex +3, Will +0 12 (+17), Knowledge (supernatural) 13 (+18), Language 0 (Aquan, Common, Draconic, Eastern Dialect, Ignan), Notice 12 (+14) Feats: Imbue Item, Iron Will, Power (x11), Widen Power Traits: Powers (rank 13, bonus +18, Int, save Difficulty 20; Elemental Aura, Elemental Blast, Elemental Resistance [fire], Fire Shaping, Manipulate Object, Object Reading, Second Sight, Summon Elemental†, Water Shaping, Wind Shaping, Wind Walk), the Talent †True20 Freeport Companion and True20 Adept’s Handbook Combat: Attack +6 or +7 (masterwork club), Damage +1 (club) or +10 (Elemental Blast), Defense Dodge/Parry +6/+4, Initiative +1; Conviction 7 Saving Throws: Toughness +0, Fortitude +3, Reflex +4, Will +11

16 Chapter 8: Scevola Hest Chapter 8: Scevola Hest During the last years of the Golden Age of Piracy, the first mate of a pirate-hunting ship led a mutiny and turned corsair himself. So began the long and bloody career of Scevola Hest, who would become one of the most feared buccaneers ever to sail this world’s seas. One unlucky day a few years later, the Black Contessa took a ship with no treasure, only religious pilgrims. When the angry captain ordered the deaths of every man, woman, and child aboard, the congregation’s high priest told Hest that the gods would witness this deed and deny him the light of Heaven. The captain mocked his words, and continued plying the sea lanes until the pilgrims’ homeland sent an entire fleet to hunt down and sink the Contessa. This they did, though at great cost. However, this was not the final end of Scevola Hest. TheBlack Contessa appeared once again, a ghost ship crewed by the damned spirits of her crew, and all answering to its captain’s powerful will. Hest still preys on other ships, much as he did in life, but now that he and his crew are undead, these raids are motivated by sheer spite against the living rather than any desire for booty. Hest revels in the suffering of his victims, but he prefers to maximize the suffering he causes by choosing targets who will be missed: those with loved ones, or who hold key positions in temples or governments. Many of those so affected by his attacks, as well as fools hoping to make their own name by defeating the legendary captain, have attempted to rid the world of this abominable ship and crew. All have failed—and many have become trapped in the same curse, bound as unwilling minions of their intended quarry. Hestian Spectre Scevola Hest Hestian spectres use the Apparition template found in the True20 Hest remains a skilled strategist who plans his attacks as if he and his Bestiary, increasing abilities as follows: Int +2, Wis +2, Cha +2. They crew were still vulnerable and as if seizing booty were their main goal. do not gain the apparation template’s skill bonuses. However, he is fully aware of the advantages of his incorporeal state, and uses them to frightening good advantage, especially in single combat. All Hestian spectres have the following traits. Save Difficulties for these traits are 10 + 1/2 spectre’s level + spectre’s Cha. Scevola Hest (Rep +4) Chill Touch: The spectre does cold damage with its incorporeal touch. Type: 15th Level Undead (Incorporeal) (Hestian Spectre Warrior 15) The damage is equal to the apparition’s level. Size: Medium Create Spawn: Any creature slain by a Hestian spectre, and whose body Speed: Fly 30 ft. (perfect) is present aboard the Black Contessa when it vanishes in daylight, rises Abilities: Str — (+2), Dex +2, Con —, Int +3, Wis +3, Cha +4 again as a Hestian spectre when the ship next reappears. Skills: Acrobatics 11 (+13), Climb 5 (+8), Intimidate 18 (+26), Jump 5 (+7), Knowledge (geography) 18 (+21), Language 0 (Common, Naval Drain Vitality: The spectre gains Drain Vitality as a bonus feat. It uses Code), Notice 18 (+21), Profession (sailor) 11 (+15), Swim 4 (+7) its total level as its adept level. Feats: Attack Focus (cutlass), Attack Specialization (cutlass), Born Ghost Touch: A Hestian spectre is only as incorporeal as it wants to be. Marine†, Canny Dodge (Wis), Cleave, Firearms Training, Great At will, it may carry and use equipment as if corporeal. If the Hestian Cleave, Greater Attack Focus (cutlass), Improved Critical (cutlass), B B spectre wishes, these items may become incorporeal while carried, but Improved Disarm, Leadership, Lucky , Power , Riposte†, Startle, they become corporeal again if dropped or given away. A Hestian spectre Tough (x3), Uncanny Dodge, Weapon Training uses its Charisma in place of Strength when making Strength checks †True20 Freeport Companion or calculating carrying capacity. Traits: Chill Touch, Create Spawn, Darkvision 60 ft., Determination, Ghost Touch, Immunities, Manifestation, Power (rank 18, bonus Immunities: See the undead type in True20 Adventure Roleplaying or +21, Cha, save Difficulty 21; Drain Vitality), Rejuvenation, True20 Bestiary. Unnatural Aura Combat: Attack +17 or +20 (vice-aligned supernatural cutlass), Manifestation: See Ghost in True20 Adventure Roleplaying or Damage +15 (Chill Touch) or +5 (cutlass) or +4 (Privateer FP†), Apparition in True20 Bestiary. Defense Dodge/Parry +24/+17 (+3 Wis, +4 Cha), Initiative +2; Rejuvenation: See Ghost in True20 Adventure Roleplaying or Apparition Conviction 10, Corruption 8 (totally corrupt) in True20 Bestiary. †True20 Freeport Companion Saving Throws: Toughness +10 (+7 undead, +3 Tough), Fortitude Any creature of the animal type within 30 feet of a Unnatural Aura: +13, Reflex +11, Will +12 Hestian spectre automatically becomes panicked and remains so until the distance between it and the Hestian spectre is at least 30 feet. The Captain’s Will: Hest is lord and master of the Black Contessa, and all its crew are bound to him and his curse. As a standard action, he may wrack an undead crew member with excruciating pain (no save), imposing a -4 penalty to attack rolls, skill checks, and ability checks for as long as Hest maintains the effect. As a full round action, he may inflict pain on any number of crewmen within his sight. Finally, if a Hestian spectre truly angers the captain, Hest can discorporate the offender. This is a standard action, allows no save, and destroys the target.

17 Chapter 8: Scevola Hest

Andre D’Medicci Commodore D’Medicci is an effective second-in-command, but only as long as Cosimo Ulisse he speaks with borrowed authority. On his own, he is a tragically incompetent leader. He was content to bask in Hest’s reflected glory Ulisse commanded the fleet that finally sunk the Black Contessa. When while alive, but the crew’s fear of him has been slowly eroding ever since the ghost ship returned, the Commodore gathered a new force, equipped the Black Contessa was cursed. Both shoddy and exceptional work draw with holy men and silver weapons, to attempt to destroy her again. He the first mate’s wrath; he fears being supplanted in the captain’s favor. died in the attempt, as did all he led. Hest craved further revenge, so sent divers to recover Ulisse’s corpse and bring it aboard so that his Andre D’Medicci (Minion) would join the ranks of his crew the next night. Type: 8th Level Undead (Incorporeal) (Hestian Spectre Expert 8) Ulisse is little more then a ghostly shell of his former self, and looks Size: Medium far more decomposed than the rest of the crew. The cruel irony of his Speed: Fly 30 ft. (perfect) fate has shattered his will; he now is little better than an automaton, Abilities: Str — (+0), Dex +2, Con —, Int +4, Wis +4, Cha +2 following orders mindlessly with no initiative of his own. Skills: Bluff 11 (+13), Craft (calligraphy) 11 (+15), Diplomacy 11 (+13), Gather Information 11 (+13), Knowledge (geography) 11 Commodore Cosimo Ulisse (minion) (+15), Knowledge (local) 11 (+15), Knowledge (nobility) 11 (+15), Type: 9th Level Undead (Incorporeal) (Hestian Spectre Warrior 9) Language 4 (Azharan, Common, Elven, Halfling, Naval Code, Size: Medium Northern Dialect, Semaphore), Notice 11 (+15), Profession (clerk) Speed: Fly 30 ft. (perfect) 11 (+17), Profession (sailor) 11 (+15) Abilities: Str — (+1), Dex +1, Con —, Int -1, Wis +0, Cha -1 Feats: Attack Focus (rapier), Contacts, Dodge Focus, Improved B Skills: Acrobatics 8 (+9), Diplomacy 9 (+10), Intimidate 9 (+8), Defense, Jack-of-All-Trades, Move-by Attack, Power , Riposte†, Knowledge (geography) 9 (+8), Knowledge (nobility) 9 (+10), Sneak Attack, Talented (Knowledge [nobility] and Profession B Language 0 (Common, Naval Code), Profession (sailor) 12 (+15), [sailor]) , Weapon Bind, Weapon Training, Well-Informed Profession (soldier) 8 (+11) †True20 Freeport Companion Feats: Attack Focus (Privateer FP), Benefit (commission), Firearms Traits: Chill Touch, Create Spawn, Darkvision 60 ft., Ghost Touch, Drill†, Firearms Training, Inspire (competence, courage), Immunities, Manifestation, Power (rank 11, bonus +13, Cha, save Leadership, PowerB, Skill Focus (Profession [sailor]), Skill Focus Difficulty 16; Drain Vitality), Rejuvenation, Unnatural Aura (Profession [soldier]), Talented (Diplomacy and Knowledge Combat: Attack +8 or +10 (masterwork rapier), Damage +8 (Chill [nobility]), Tough (x2), Weapon Training Touch) or +2 (rapier), Defense Dodge/Parry +12/+6 (+4 Int, +1 †True20 Freeport Companion Dodge Focus, +2 Cha), Initiative +2 Traits: Chill Touch, Create Spawn, Darkvision 60 ft., Ghost Touch, Saving Throws: Toughness +4 (+4 undead), Fortitude +2, Reflex Immunities, Manifestation, Power (rank 12, bonus +11, Cha, save +4, Will +10 Difficulty 13; Drain Vitality), Rejuvenation, Unnatural Aura Combat: Attack +10 or +11 (mwk cutlass or Privateer FP†), Damage Tamelia Brune +9 (Chill Touch) or +3 (cutlass) or +4 (Privateer FP), Defense Dodge/Parry +10/+10, Initiative -3 Tamelia Brune was well on her way to becoming an infamous pirate †True20 Freeport Companion captain when her ambition blinded her common sense. She vowed to Saving Throws: Toughness +6 (+4 undead, +2 Tough), Fortitude defeat the universally dreaded ghost of Scevola Hest, but instead found +6, Reflex +4, Will +3 only death and servitude aboard the Black Contessa. Broken Will: Ulisse’s death and reanimation under the command of his hated enemy has broken his will to live (or survive, as he’s Tamelia Brune (Rep +2) undead). Instead of the usual +2 to Int, Wis and Cha for the Hestian Type: 8th Level Undead (Incorporeal) (Hestian Spectre Warrior 8) template, he suffers a -2 penalty to those scores as well as a -4 Size: Medium penalty to Initiative. Speed: Fly 30 ft. (perfect) Abilities: Str — (+1), Dex +3, Con —, Int +2, Wis +2, Cha +4 Skills: Acrobatics 8 (+11), Climb 2 (+4), Intimidate 9 (+13), Knowledge (geography) 8 (+10), Language 0 (Common), Notice 8 (+10), Profession (sailor) 11 (+14), Swim 2 (+4) Feats: Acrobatic Bluff, Attack Focus (cutlass), Attack Specialization (cutlass), Born Marine†, Crab’s Rush†, Defensive Attack, PowerB, Sneak Attack*, Tough (x2), Two-Weapon Defense, Two-Weapon FightingB, Weapon Training †True20 Freeport Companion; * favored feat Traits: Chill Touch, Create Spawn, Darkvision 60 ft., Determination, Ghost Touch, Immunities, Manifestation, Power (rank 11, bonus +15, Cha, save Difficulty 18; Drain Vitality), Rejuvenation, Unnatural Aura Combat: Attack +11 or +13 (masterwork cutlass) or +12 (masterwork dagger) or +11/+10 (cutlass/dagger), Damage +8 (Chill Touch) or +4 (cutlass) or +2 (dagger), Defense Dodge/Parry +15/+14 (+4 Cha, +1 Two-Weapon Defense), Initiative +3; Conviction 6 Saving Throws: Toughness +6 (+4 undead, +2 Tough), Fortitude +6, Reflex +5, Will +4

18 Chapter 8: Scevola Hest

Lieutenant Cuomo Darr Nicola Sansaverio Cuomo Darr joined the navy only because it was a way to get paid for the one thing he did best: fighting. The transitions from military man Sansaverio knew of Hest’s sedition, but failed to inform his captain to pirate and from living to undead hardly changed his behavior at before the mutiny occurred. Now he suffers eternal damnation along all—Darr has always been a bloodthirsty thug, but now he’s a nearly with the rest of Hest’s crew, and he is the only one aboard who believes invulnerable one. he deserves it. Cuomo Darr (minion) Lieutenant Nicola Type: 4th Level Undead (Incorporeal) (Hestian Spectre Warrior 4) Sansaverio (Rep +2) Size: Medium Type: 5th Level Undead (Incorporeal) (Hestian Spectre Expert 5) Speed: Fly 30 ft. (perfect) Speed: Fly 30 ft. (perfect) Abilities: Str — (+2), Dex +2, Con —, Int +1, Wis +2, Cha +3 Abilities: Str — (+1), Dex +2, Con —, Int +3, Wis +2, Cha +2 Skills: Acrobatics 3 (+5), Climb 4 (+7), Intimidate 4 (+10), Jump 4 Skills: Acrobatics 8 (+12), Bluff 8 (+10), Climb 8 (+11), Craft (+6), Notice 3 (+5), Profession (sailor) 3 (+6), Swim 4 (+7) (sailmaking) 8 (+11), Gather Information 4 (+6), Intimidate 8 Feats: Attack Focus (cutlass), Born Marine†, Improved Sunder, B B (+10), Jump 4 (+7), Knowledge (nobility) 4 (+7), Language 0 Power , Skill Focus (Intimidate) , Startle, Tough, Weapon Break, (Common, Naval Code), Notice 8 (+10), Profession (sailor) 8 Weapon Training (+13), Swim 8 (+11) †True20 Freeport Companion Feats: Defensive Roll, Dodge Focus (x2), EnduranceB, Great Fortitude, Traits: Chill Touch, Create Spawn, Darkvision 60 ft., Ghost Touch, PowerB, Skill Focus (Profession [sailor]), Talented (Acrobatics and Immunities, Manifestation, Power (rank 7, bonus +10, Cha, save Jump), Talented (Climb and Swim), Weapon Training Difficulty 15; Drain Vitality), Rejuvenation, Unnatural Aura Traits: Chill Touch, Create Spawn, Darkvision 60 ft., Expertise, Ghost Combat: Attack +6 or +7 (cutlass), Damage +4 (Chill Touch or Touch, Immunities, Manifestation, Power (rank 8, bonus +10, Cha, cutlass), Defense Dodge/Parry +9/+9 (+3 Cha), Initiative +2 save Difficulty 14; Drain Vitality), Rejuvenation, Unnatural Aura Saving Throws: Toughness +3 (+2 undead, +1 Tough), Fortitude Combat: Attack +5 or +6 (masterwork rapier), Damage +5 (Chill +4, Reflex +3, Will +3 Touch) or +3 (rapier), Defense Dodge/Parry +9/+6 (+2 Cha, +2 Dodge Focus), Initiative +2; Conviction 5 Saving Throws: Toughness +3 (+2 undead, +1 Defensive Roll), Fortitude +3, Reflex +6, Will +3

19 Appendix Appendix This appendix is a compilation of all new feats, powers, and items reprinted or introduced in theBuccaneers of Freeport True20 Enhancement. Feats Powers Adrenaline Rush (Warrior) Water Breathing Prerequisite: Tough Maintenance, Fatiguing Your character gains a boost of adrenaline when heavily injured. When Prerequisite: Water Shaping you become wounded, you gain a temporary +1 bonus to Strength, until You can cause a single creature you touch to be able to breathe water you receive healing of any form or the combat ends. freely for 2 hours per adept level. A separate use of this power is needed for each new target. This power does not make creatures unable to Artificer Training (Adept) breathe air. Prerequisites: Trained in at least one Craft skill, Imbue Item This feat allows an adept to choose any three powers or feats that they Wayfinding do not already have and imbue supernatural items with them. The adept You are able to find and navigate the paths of the world more easily. You does not gain the benefits of possessing these powers or feats; he merely can use Wayfinding in place of Survival when making checks to navigate, gains the ability to imbue them into supernatural items. The adept need track, or determine direction, and in place of Notice to detect potential not have any prerequisites for any feats he selects in this way and can dangers along your path, like ambushers. With a Difficulty 20 check, select feats normally only available to Warriors and Experts. The adept you ca find the shortest or safest route to a particular place, but not a does not need to have the prerequisites for any power selected in this person or object. If you change destinations, the previous route is lost way either, though they must be able to imbue the prerequisites of any to you, unless you have written it down or drawn a map. powers they select (i.e., an artificer must be able to imbue Body Control Special: You can take 10 or take 20 on Wayfinding checks that before he can learn to imbue Combat Sense). substitute for skill checks, if the skill normally allows you to do so. You Bear’s Paw (General) cannot take 10 or take 20 on a check to find a route to a place. You are massively muscled for your size, with arms and hands strong Time: The same as the skill, or a full-round action for finding routes. enough to allow you to wield large weapons single-handed. Prerequisites: Str +5, Weapon Training, base combat bonus +6 Equipment Benefit: You may wield a Large melee weapon as a Medium weapon, Axe-Hammer but with a -2 penalty to attack rolls. You may not wield a double weapon or reach weapon with one hand. This martial weapon is a handaxe backed by a light hammer. The wielder must chose one side of the head to use for a given attack. Special: You may wield two Large weapons using the Two Weapon Fighting rules, but the penalties stack with the penalty to attacks Damage Bonus +2 (axe) or +1 (hammer) for using this feat (for -8 and -12, or -6 each with the Two-Weapon Critical 20/+4 (axe) or 20/+3 (hammer) Fighting feat). Damage Descriptor Slashing (axe) or Bludgeoning (hammer) Range Increment — Fearsome Presence (Warrior) Size Small Cost 12 L [Cost 6 if using standard Wealth rules] Prerequisite: Trained in Intimidate Weight 4 lbs. You can inspire fear in others. Take a standard action to strike a suitably fearsome pose or utter an intimidating threat. Anyone within Chain Shirt (Intimidate rank x 5) feet able to interact with you must make a Will This is a light sleeveless shirt made of chainmail. save (Difficulty 10 + 1/2 your Intimidate skill rank) or become shaken. If the save fails by five or more, the subject flees from you. In the save Light armor, Toughness Bonus +2, Cost 15 (100 L), Weight 30 lbs. fails by ten or more, the subject panics, dropping any held items and fleeing from you as quickly as possible.

20 Appendix

Supernatural Items Gillslitter’s Toy Gillslitter’s prosthetic arm is a supernatural item that gives him several Dragonbiter benefits. First, it gives him a +1 bonus to Dexterity. This ancient northern sword is a supernatural weapon. Dragonbiter TheToy serves as a Large supernatural heavy steel shield. bestows the Favored Opponent and Smite Opponent feats, effective Whether attacking unarmed or with a weapon, the Toy is considered a against dragons only, upon the user whenever it is drawn or worn. reach weapon. Unarmed attacks use the Toy as a Large spiked gauntlet (+1 base damage). When Gillslitter holds a weapon, the Toy’s hooks and The Rapier of Regret chains give him a +10 bonus to resist attempts to disarm. This rapier is an intelligent supernatural weapon, with mental abilities of Int +0, Wis +3, Cha +3. It can read and speak Common, and has Mirror of Lore darkvision and hearing that extend out to 120 ft. It knows the Mind This ornate silver mirror is about the size of a dinner plate, and decorated Reading, Mind Touch, Second Sight, and Sense Minds powers (ranks 7, with sapphires, making it quite valuable (5,000 L) even without its bonus +15, Corruption 8). It may also use the Heart-Shaping power to imbued powers. inflict despair (only) on any creature it touches (including the wielder or any foe it strikes). TheMirror of Lore is intelligent, with mental abilities of Int +3, Wis +3, Cha +0. It can speak and read Common and three other languages, and TheRapier of Regret is a subtle, devious, and thoroughly evil weapon that has darkvision and hearing that extend out to 120 ft. It knows the Mind very rarely reveals its intelligence and powers openly. Instead, it uses Touch and Visions powers (ranks 11, bonus +14, Int), though Visions the wielder’s own thoughts and memories to sap that creature’s cheer only provides useful answers once per week. and purpose. It does the same with foes the wielder fights, using its powers to demoralize those it strikes by churning up whatever memory When someone looks into the mirror, instead of seeing his own causes the foe the most guilt and regret. reflection he sees the visage of a deceased acquaintance, who speaks in the deceased’s voice. (If the character feels strong guilt over someone’s In the hands of a thoroughly corrupt creature, however, the Rapier death, as Flynn does, he sees that person.) However, this is not the reveals its true nature to its master and works as a full partner in ghost of that person, but merely a guise that the spirit within the mirror spreading agony and despair. adopts. Except for when reciting its visions, the mirror’s conversation The rapier is a vice-aligned weapon for the purposes of Damage tends to be rather vague, but it looks for clues in the user’s speech and Reduction. It also causes the user to gain 1 point of corruption after reactions (and any visions it may receive upon first contact) for how to each week in which the rapier was used. (These points can be removed impersonate the deceased more convincingly. normally, but only if the character stops using the sword.) Prophylactic Amulet Cloak of the Beast The owner of this supernatural item cannot become pregnant (if female) This enchanted cloak consists of a complete wild animal pelt, with the or sire a child (if male) while wearing it. In addition, he or she receives a head fastened to a light helm. To determine the animal used, roll 1d20: 1-5 +4 bonus to saving throws to resist sexually transmitted diseases (but = bear, 6-7 = bison, 8-12 = boar, 13-14 = lion, 15-16 = tiger, 17-20 = wolf. no other types of illness). The cloak of the beast provides a +2 bonus to Toughness, with no armor This amulet does not protect against supernatural diseases, nor does it check penalty. The wearer gains a +4 bonus to saving throws to avoid prevent impregnation by any being with significant power over fertility fatigue from cold environments (which stacks with the Endurance feat, or lust (nature gods, succubi, and the like). if possessed). Rod of Firestarting When worn by a character who can assume the matching animal’s form, or its dire version (through the Self-Shaping power, the Alternate Form On command, this brass rod gouts flame from one end, which acts trait, or other means), the cloak merges with the animal form, without as a torch, but does +1 bludgeoning damage (as a light mace). This the wearer losing any of its benefits. supernatural item cannot work underwater, and is instantly doused if immersed.

21 License

OPEN GAME LICENSE Version 1.0a Material so affected. Durbin, published by Bad Axe Games, LCC. The following text is the property of , Inc. 13. Termination: This License will terminate automatically Immortals Handbook, Copyright 2003, Craig Cochrane. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All if You fail to comply with all terms herein and fail to cure such Modern Player’s Companion, Copyright 2003, The Game Mechanics, Rights Reserved. breach within 30 days of becoming aware of the breach. All Inc; Author: Stan! 1. Definitions: (a)”Contributors” means the copyright and/or sublicenses shall survive the termination of this License. Monsters of the Mind, Copyright 2003, Green Ronin Publishing, LLC; trademark owners who have contributed Open Game Content; 14. 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